Hi August, > "I think we already do multiple active cameras?" > > More precisely: simultaneous viewing from different points of view into a > single 3D scene graph was meant, i.e. several cameras are attached to one > scene graph. > A SubScene has exactly one camera attached which renders the associated scene > graph into the corresponding SubScene's rectangle. Implementing simultaneous > viewing requires a cloned 3D scene graph for the second, third, and so on > SubScene/Camera. Material, Mesh, and Image objects can be re-used because > they are shareable. Animations of Nodes' Transforms seem to be shareable as > well. But Transitions (Rotate, Scale, Translate) have to be cloned because > they operate on a Node's methods directly. So, simultaneous viewing seems > practicable.
Jasper or Kevin will have to comment, but I know this scenario was talked about extensively in the design for the renderToImage and cameras, and I thought this was possible today. > "Key/ mouse / touch / etc should be there already?" > Scene navigation and model interaction are often the first stumbling blocks > for developers with less 3D experience. A ready to go rotate, zoom, and drag > support including setting of arbitrary pivot points and adjustment of the > camera's clipping planes would overcome one's inhibitions. I see > "Node's properties and methods" > > Before I agree with all of your appraisals I would like to gain more > experiences with their 3D related implementations. For instance I wasn't > successful so far assigning a cursor to a Shape3D or receiving response from > any 'setOnMouseXXX' method. Yes, please do try it out, it should be working and if not please do file a bug. We use a pick-ray for determining which nodes to pick, and then deliver mouse events to 3D and 2D nodes the same way. Thanks! Richard